AD&D-style Paladins Copyright (c) 1996 by Caliban Disadvantages: -15 Fanaticism (obviously) -5/10 Intolerance ("will cooperate with characters of other alignments only as long as they behave themselves . . . He will not abide the company of those who commit evil or unrighteous acts.") -15 Duty, all the time -10 Sense of Duty, to Good, the Church, or whatever. -15 Chivalric Code of Honor (for paladins in a medieval campaign; -10 for paladins in a swashbuckling campaign, etc.) -5 Vow: Never Commit a Chaotic and/or Evil Act -10 Honesty (i.e., being law-abiding = lawful) Other minor vows as appropriate: -1 Never own more than ten magic items -1 Tithe 10% of all income to Church or charity -1 Donate all excess wealth to Church or charity Of course, some _really_ extreme paladins might have Truthfulness, and/or the -10-point Vow "Tithe 90% of all income." Paladin advantages are confusing to me, since I can't decide whether they should be handled as magic (spells or knacks), psionics, or clerical magic (from _GURPS Religion_). For example, they could be handled as psionics, with Sense Aura, Metabolism Control, Healing, and Aspect (for the "Aura of Protection" and "Circle of Power").